The animation doesn't quite feel right: the higher mass objects that were already in the center started to be pulled away from each other leaving a doughnut shape. Assuming it _is_ an error, I think it is because it's calculating all gravity equally for all objects, making the "center of gravity" more like a "ring of gravity" at the start. If I'm wrong, well...there's a reason why I chose the word "feel," Lol.
Have to take issue with your comment that all 8-bit games are terrible - on the contrary some of the best titles ever produced were on the early machines. Just that Jeff was clearly finding his feet with the early games - I was making better stuff than that when I was nine years old - but Abductor and Gridrunner really marked a turning point, using machine code and actually quite addictive.
That's not the case, every particle has a gravitational interaction with every other particle, but some of them have a very light mass so the effect is not noticeable between those.
They do, but the size is based on a logarithmic relationship to the mass which means that as the mass goes up, the size only increases by a tiny amount. Otherwise the central one would be thousands of screens wide. But I have added an option to customise this in a config file to the version on Github. Check out the new video with 15k particles!
I'm looking at doing a new video with 30,000 particles, but that's so slow that I have to run the simulation for 10 hours to get 2 mins of footage. Also most of the particles are very light and orbiting the central area so they don't have much impact on the simulation other than vastly slowing it down. I have started to look at ways of greatly speeding up the simulation but currently that is not working.
hello, congratulations on your program. here's the algorithm for a galaxy simulation based on the JANUS model by French researcher Jean-Pierre Petit: A general outline of an algorithm for simulating spiral galaxies: Population initialization: Create two sets of mass points, one representing ordinary matter and the other twin matter. Assign each population a Maxwellian distribution of 2D thermal velocities. Parameters : Define point masses (M greater than 0 for ordinary matter, M less than 0 for twin matter). Define the number of points in each population. Define initial conditions (positions, velocities). Dynamic simulation : Iterate through simulation steps in time. Calculate gravitational forces between all points. Update positions and velocities using equations of motion. Gravitational instability: Identify twin matter points that form clusters under the effect of gravitational instability. Clusters can be detected by looking for significant concentrations of mass. Ordinary Matter Containment: Use the positions of twin matter clusters to confine ordinary matter. The remaining ordinary matter will form structures between the clusters. Visualization: Display the simulation results visually, highlighting the clusters of twin matter and the cellular structure formed by the ordinary matter. Translated with DeepL
So the Tempest 2000 bonus levels, i believe, were sexual in nature, directing your path through the circles, with a sexually excited woman chanting "yes", and as it progresses it speeds up "YES, YES, YES", until you reach the orgasmic psychodelic climax. Combine that with his love of barnyard animals. Minter was a weirdo perv.